Code

Fixing a lighting problem in Organic, adding a Combined lighting Bevel and improving...
authorivanlouette57 <ivanlouette57@users.sourceforge.net>
Fri, 7 Aug 2009 22:48:39 +0000 (22:48 +0000)
committerivanlouette57 <ivanlouette57@users.sourceforge.net>
Fri, 7 Aug 2009 22:48:39 +0000 (22:48 +0000)
share/filters/filters.svg

index 254d2759731fc750f20471911174593f25e33c6f..a9d3e9719087fe25a60ccd10c37f4d7746785329 100644 (file)
 <feDistantLight azimuth="225" elevation="42" />
 </feDiffuseLighting>
 <feBlend blend="normal" in2="SourceGraphic" mode="multiply" />
+<feComposite operator="arithmetic" in="result1" k2="1" k3="1" />
 <feComposite in2="SourceAlpha" operator="in" result="result2" />
-<feComposite in2="result2" operator="atop" in="result1" />
 </filter>
 <filter id="f035" inkscape:label="Barbed wire" inkscape:menu="Overlays" inkscape:menu-tooltip="Gray bevelled wires with drop shadows">
 <feTurbulence baseFrequency="0.033 0.128" numOctaves="1" />
 <feComposite in="result4" k3="0.8" k1="1.3" result="result2" operator="arithmetic" in2="result4" />
 <feBlend in2="result2" mode="screen" blend="normal" in="result2" />
 </filter>
-<filter id="f043" inkscape:menu-tooltip="Highly flexible specular bump" inkscape:menu="Bumps" inkscape:label="HSL Bumps">
-<feGaussianBlur result="result0" in="SourceGraphic" stdDeviation="0.5" />
-<feComposite in2="result0" in="result0" result="result2" operator="arithmetic" k1="0.5" k2="0.3" k3="0.3" />
-<feColorMatrix values="1 0 0 -1 0 1 0 1 -1 0 1 0 0 -1 0 -0.8 -1 0 4.4 -2.9 " in="result2" result="fbSourceGraphicAlpha" />
-<feGaussianBlur stdDeviation="0.7" in="fbSourceGraphicAlpha" result="result0" />
-<feSpecularLighting in="result0" result="result1" lighting-color="rgb(255,255,255)" surfaceScale="8" specularConstant="1" specularExponent="15">
-<feDistantLight elevation="50" azimuth="235" />
+<filter id="f043" inkscape:label="HSL Bumps" inkscape:menu="Bumps" inkscape:menu-tooltip="Highly flexible bump combining diffuse and specular lightings">
+<feColorMatrix result="fbSourceGraphicAlpha" in="SourceGraphic" values="1 0 0 -1 0 1 0 1 -1 0 1 0 0 -1 0 -0.8 -1 0 3.7 -2.4 " />
+<feGaussianBlur stdDeviation="0.5" in="fbSourceGraphicAlpha" result="result0" />
+<feSpecularLighting result="result8" specularConstant="0.75" specularExponent="6" in="result0" surfaceScale="7">
+<feDistantLight azimuth="235" elevation="15" />
 </feSpecularLighting>
-<feBlend in="result2" in2="result1" result="result5" mode="screen" blend="normal" />
-<feComposite in2="SourceGraphic" result="result4" operator="in" in="result5" />
+<feDiffuseLighting surfaceScale="20" diffuseConstant="0.2" result="result6" lighting-color="rgb(255,255,255)" in="result0">
+<feDistantLight azimuth="235" elevation="25" />
+</feDiffuseLighting>
+<feBlend blend="normal" in2="SourceGraphic" result="result7" mode="screen" />
+<feComposite in2="result7" operator="arithmetic" k2="1" k3="1" in="result8" result="result9" />
+<feComposite operator="in" result="result2" in="result9" in2="SourceGraphic" />
 </filter>
 <filter id="f044" inkscape:label="Cracked glass" inkscape:menu="Textures" inkscape:menu-tooltip="Under a cracked glass">
 <feTurbulence baseFrequency="0.1" seed="50" numOctaves="5" result="result1" type="fractalNoise" />
 <feComposite operator="in" />
 </filter>
 <filter id="f108" inkscape:label="Specular light" inkscape:menu="ABCs" inkscape:menu-tooltip="Basic specular bevel to use for building textures">
-<feGaussianBlur result="result0" in="SourceAlpha" stdDeviation="7" />
+<feGaussianBlur result="result0" in="SourceAlpha" stdDeviation="6" />
 <feSpecularLighting specularExponent="25" specularConstant="1" surfaceScale="10" lighting-color="rgb(255,255,255)" result="result1" in="result0">
 <feDistantLight azimuth="235" elevation="45" />
 </feSpecularLighting>
 <feBlend blend="normal" mode="darken" />
 </filter>
 <filter id="f117" inkscape:label="Diffuse light" inkscape:menu="ABCs" inkscape:menu-tooltip="Basic diffuse bevel to use for building textures">
-<feGaussianBlur result="result0" in="SourceGraphic" stdDeviation="7" />
-<feDiffuseLighting result="result5" surfaceScale="20" diffuseConstant="1.1">
-<feDistantLight azimuth="235" elevation="55" />
+<feGaussianBlur stdDeviation="6" in="SourceGraphic" result="result0" />
+<feDiffuseLighting diffuseConstant="1" surfaceScale="10" result="result5">
+<feDistantLight elevation="25" azimuth="235" />
 </feDiffuseLighting>
-<feComposite operator="in" in2="SourceGraphic" result="result6" />
-<feComposite k3="0.75" k2="0.25" operator="arithmetic" result="result4" in="result6" in2="SourceGraphic" />
+<feComposite k1="1" in2="SourceGraphic" in="result5" result="result4" operator="arithmetic" k2="0" k3="0.6" />
 </filter>
 <filter id="f118" inkscape:menu-tooltip="In and out glow with a possible offset and colorizable flood" inkscape:menu="Shadows and Glows" inkscape:label="Cutout Glow">
 <feOffset dy="3" dx="3" />
 <feComposite k3="1.5" k2="1" operator="arithmetic" result="result4" in="result0" />
 <feComposite operator="atop" result="result2" in="result4" in2="result0" />
 </filter>
+<filter id="f210" inkscape:label="Combined lighting" inkscape:menu="Bevels" inkscape:menu-tooltip="Basic specular bevel to use for building textures">
+<feGaussianBlur stdDeviation="6" in="SourceGraphic" result="result0" />
+<feDiffuseLighting lighting-color="rgb(255,255,255)" diffuseConstant="1" surfaceScale="4" result="result5">
+<feDistantLight elevation="45" azimuth="235" />
+</feDiffuseLighting>
+<feComposite k1="1.4" in2="SourceGraphic" in="result5" result="fbSourceGraphic" operator="arithmetic" />
+<feGaussianBlur result="result0" in="fbSourceGraphic" stdDeviation="6" />
+<feSpecularLighting specularExponent="25" specularConstant="1" surfaceScale="4" lighting-color="rgb(255,255,255)" result="result1" in="result0">
+<feDistantLight azimuth="235" elevation="45" />
+</feSpecularLighting>
+<feComposite k3="1" k2="1" operator="arithmetic" result="result4" in="fbSourceGraphic" />
+<feComposite operator="in" result="result2" in2="SourceGraphic" in="result4" />
+</filter>
 </defs>
 </svg>
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